* Partial work on StationSystem refactor. * WIP station jobs API. * forgor to fire off grid events. * Partial implementation of StationSpawningSystem * whoops infinite loop. * Spawners should work now. * it compiles. * tfw * Vestigial code cleanup. * fix station deletion. * attempt to make tests go brr * add latejoin spawnpoints to test maps. * make sure the station still exists while destructing spawners. * forgot an exists check. * destruction order check. * hopefully fix final test. * fail-safe radstorm. * Deep-clean job code further. This is bugged!!!!! * Fix job bug. (init order moment) * whooo cleanup * New job selection algorithm that tries to distribute fairly across stations. * small nitpicks * Give the heads their weights to replace the head field. * make overflow assign take a station list. * moment * Fixes and test #1 of many. * please fix nullspace * AssignJobs should no longer even consider showing up on a trace. * add comment. * Introduce station configs, praying i didn't miss something. * in one small change stations are now fully serializable. * Further doc comments. * whoops. * Solve bug where assignjobs didn't account for roundstart. * Fix spawning, improve the API. Caught an oversight in stationsystem that should've broke everything but didn't, whoops. * Goodbye JobController. * minor fix.. * fix test fail, remove debug logs. * quick serialization fixes. * fixes.. * sus * partialing * Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * Use dirtying to avoid rebuilding the list 2,100 times. * add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works) * Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * Add the Mysteriously Missing Captain Check. * Put maprender back the way it belongs. * I love addressing reviews. * Update Content.Server/Station/Systems/StationJobsSystem.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * doc cleanup. * Fix bureaucratic error, add job slot tests. * zero cost abstractions when * cri * saner error. * Fix spawning failing certain tests due to gameticker not handling falliability correctly. Can't fix this until I refactor the rest of spawning code. * submodule gaming * Packedenger. * Documentation consistency. Co-authored-by: Kara <lunarautomaton6@gmail.com>
79 lines
2.6 KiB
C#
79 lines
2.6 KiB
C#
using Content.Server.Station.Systems;
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using Content.Shared.Administration;
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using Content.Shared.GameTicking;
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using Content.Shared.Roles;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Commands
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{
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[AnyCommand]
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sealed class JoinGameCommand : IConsoleCommand
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public string Command => "joingame";
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public string Description => "";
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public string Help => "";
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public JoinGameCommand()
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{
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IoCManager.InjectDependencies(this);
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}
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length != 2)
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{
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shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
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return;
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}
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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return;
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}
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var ticker = EntitySystem.Get<GameTicker>();
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var stationSystem = EntitySystem.Get<StationSystem>();
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var stationJobs = EntitySystem.Get<StationJobsSystem>();
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if (!ticker.PlayersInLobby.ContainsKey(player) || ticker.PlayersInLobby[player] == LobbyPlayerStatus.Observer)
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{
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Logger.InfoS("security", $"{player.Name} ({player.UserId}) attempted to latejoin while in-game.");
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shell.WriteError($"{player.Name} is not in the lobby. This incident will be reported.");
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return;
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}
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if (ticker.RunLevel == GameRunLevel.PreRoundLobby)
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{
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shell.WriteLine("Round has not started.");
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return;
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}
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else if (ticker.RunLevel == GameRunLevel.InRound)
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{
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string id = args[0];
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if (!int.TryParse(args[1], out var sid))
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{
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shell.WriteError(Loc.GetString("shell-argument-must-be-number"));
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}
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var station = new EntityUid(sid);
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var jobPrototype = _prototypeManager.Index<JobPrototype>(id);
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if(stationJobs.TryGetJobSlot(station, jobPrototype, out var slots) == false || slots == 0)
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{
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shell.WriteLine($"{jobPrototype.Name} has no available slots.");
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return;
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}
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ticker.MakeJoinGame(player, station, id);
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return;
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}
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ticker.MakeJoinGame(player, EntityUid.Invalid);
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}
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}
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}
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